Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
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1043 changed files with 1207 additions and 1201 deletions
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data/shaders/glsl/geometryshader/base.frag
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data/shaders/glsl/geometryshader/base.frag
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#version 450
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layout (location = 0) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main(void)
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{
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outFragColor = vec4(inColor, 1.0);
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}
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data/shaders/glsl/geometryshader/base.frag.spv
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data/shaders/glsl/geometryshader/base.frag.spv
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data/shaders/glsl/geometryshader/base.vert
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data/shaders/glsl/geometryshader/base.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 0) out vec3 outNormal;
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void main(void)
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{
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outNormal = inNormal;
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gl_Position = vec4(inPos.xyz, 1.0);
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}
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data/shaders/glsl/geometryshader/base.vert.spv
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data/shaders/glsl/geometryshader/base.vert.spv
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data/shaders/glsl/geometryshader/generate-spirv.bat
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data/shaders/glsl/geometryshader/generate-spirv.bat
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glslangvalidator -V base.vert -o base.vert.spv
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glslangvalidator -V base.frag -o base.frag.spv
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glslangvalidator -V normaldebug.geom -o normaldebug.geom.spv
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glslangvalidator -V mesh.vert -o mesh.vert.spv
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glslangvalidator -V mesh.frag -o mesh.frag.spv
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data/shaders/glsl/geometryshader/mesh.frag
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data/shaders/glsl/geometryshader/mesh.frag
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#version 450
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.1);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
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}
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data/shaders/glsl/geometryshader/mesh.frag.spv
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data/shaders/glsl/geometryshader/mesh.frag.spv
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data/shaders/glsl/geometryshader/mesh.vert
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data/shaders/glsl/geometryshader/mesh.vert
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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gl_Position = ubo.projection * ubo.model * inPos;
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vec4 pos = ubo.model * vec4(inPos.xyz, 1.0);
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
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outLightVec = lightPos.xyz - pos.xyz;
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outViewVec = -pos.xyz;
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}
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data/shaders/glsl/geometryshader/mesh.vert.spv
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data/shaders/glsl/geometryshader/mesh.vert.spv
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data/shaders/glsl/geometryshader/normaldebug.geom
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data/shaders/glsl/geometryshader/normaldebug.geom
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#version 450
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layout (triangles) in;
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layout (line_strip, max_vertices = 6) out;
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layout (binding = 1) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) in vec3 inNormal[];
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layout (location = 0) out vec3 outColor;
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void main(void)
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{
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float normalLength = 0.02;
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for(int i=0; i<gl_in.length(); i++)
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{
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vec3 pos = gl_in[i].gl_Position.xyz;
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vec3 normal = inNormal[i].xyz;
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gl_Position = ubo.projection * (ubo.model * vec4(pos, 1.0));
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outColor = vec3(1.0, 0.0, 0.0);
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EmitVertex();
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gl_Position = ubo.projection * (ubo.model * vec4(pos + normal * normalLength, 1.0));
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outColor = vec3(0.0, 0.0, 1.0);
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EmitVertex();
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EndPrimitive();
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}
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}
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data/shaders/glsl/geometryshader/normaldebug.geom.spv
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data/shaders/glsl/geometryshader/normaldebug.geom.spv
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